A proud bronze dragon, bristling and ready to fight, leaps into the air. Bearing a paladin rider aloft, the two speed towards the invading demons, prepared to emerge victorious or die.
The forest stirs, trees straining, as the great green dragon soars overhead. In its wake, it leaves a trail of dead enemies, choking on the vile corruption that blossoms around them.
A mysterious stranger offers aid to a group of adventurers, joining them for a time on their journeys. Is she a sorcerer? A warlock? Or something else entirely?
Dragons run the gamut of heroes, villains, and everything in between. Whether they are subtle schemers, ferocious brutes, lofty idealists, or just in it for the treasure, a dragon can be a tremendous asset to any adventuring party.
Every culture has its own mythology of dragons - terrifying serpentine monsters that trigger mankind's oldest and most primative fears. Modern tales of dragons depict no savage predators, however. Massive, armored, and ferocious, dragons are also keenly intelligent, long-lived, and magical. They lead lesser monsters, breathe elemental destruction upon those who displease them, and even demand sacrifices from mere mortals.
These are the traits of power, in all its forms. Even the dragon's hoarding of wealth is a representation of a form of power. From a human perspective, dragons are the pinnacle of evolution and the supreme dominators of the material plane.
Dragons agree with this assessment.
Myriad dragons inhabit the world, from the lung dragons of the far east to the dragon turtles below the waves of the world's oceans. But then species in particular stand out: the so-called "true dragons".
Many are curious about humanoids and fond of traveling, and they are more likely to take a direct interest in the magical arts. Despite their kindhearted nature, they are still dragons, proud, and miserly. Metallic dragons can get along well with others and make good player characters.
Chromatic dragons are almost universally evil; their greed and malice outmatched only by the foulest of fiends. These are the fearsome villains that terrorize the countryside, slaying for sport and seizing whatever treasures they find.
And yet, there are exceptions; occasionally a chromatic dragon may turn towards the path of good. Some may have a bit of metallic blood in their ancestry, others perhaps had a life altering experience in their youth, or even a religious conversion. These chromatic dragons face a constant struggle against both their own dark nature and the rightfully-placed prejudice of humanoids everywehre. Such a dragon would be wise to join a band of adventurers.
Dragons are typically monsters, residing in well-guarded lairs, waiting for the PCs to come and slay them for treasure. Yet, there are plenty of tales of dragons taking an active role in the wider world, becoming adventurers themselves.
A silver dragon might assume the form of a wood elf to aid in a war against evil dragons. A young gold dragon may travel the world in the guise of an old man, meting out justice. A green dragon may be an agent for a local theives' guild - hoping in time to assume control of the whole operation.
Dragons have personal names in the Draconic language, given by their parents at birth or selected by themselves. Dragons don't put much emphasis on gender, so the same names are used by both male and female dragons. In addition, most dragons adopt an epithet - a grandiose nickname in the Common tongue.
Your dragon character has an assortment of inborn abilities, part and parcel of its draconic nature.
The stealthy black dragons live in swamps and breathe acid and often lair underwater. Their skull-like heads bear great curved horns, adding to their wicked appearance.
The stocky, muscular blue dragon has a single great horn protruding from its head. They dwell in deserts, burrowing through the sand and soaring overhead.
Brass dragons are sociable, talkative, and inquisitive. They live in deserts and badlands, and have broad frills across their heads.
These noble and courageous dragons are fierce opponents of evil and fascinated by warfare and battle. They live near the coast, often building lairs underwater, and have webbed feet for swimming.
With a reputation for pranks and jokes, copper dragons are the most whimsical and light-hearted of dragonkind. They live in hills and badlands.
The wisest and noblest of the metallic dragons, gold dragons can live nearly anywhere, but favor beautiful grasslands, forests, and hills. With their characteristic long whiskers and sinuous form, gold dragons are known as magical shape shifters and powerful foes.
Cunning, serpentine forest-dwellers, green dragons are masters of subterfuge and manipulation, often tricking or tempting others into doing their bidding.
Massive, armored, and bristling with horns and claws, the red dragon is the most terrible and feared of all the chromatic breeds. They dwell in mountain caves, considering themselves the undisputed masters of all they survey.
The dragons most likely to associate with humanoids are the brave and friendly silver dragons. Living in cold mountainous regions, silver dragons have a flat, shield-like head split by a shiny frill.
Feral arctic predators, white dragons are stocky and muscular, with a head adorned by a single fin. Most white dragons are loners, more driven by hunger and instinct than by lofty ambition.
The biggest question when creang a dragon character is: why is a dragon accompanying a bunch of humanoids on their adventures? Are you seeking to build up your treasure hoard, trying to follow your ideals, or just curious about the world?
Starting dragon PCs are young dragons, 5 years old or younger, possibly even fresh out of the egg. Luckily, dragons are magical creatures with a hereditary memory - even a newborn wyrmling knows how to run and hunt and fly. Almost every dragon is born with knowledge of the Draconic langauge. The hatchling background supposes that your dragon was raised by humanoids, or has - at the very least - spent a substantial amount of time around them, so you're familiar with their language and customs.
Your choice of dragon subrace also determines many things about your character's personality - or at least, determines what other people will think. A metallic dragon may find themselves beseeched by the weak and helpless wherever they go, with expectations of aid and heroism. Chromatic dragons are mostly evil in nature. Evil characters usually don't make good PCs because their selfishness can cause conflict between party members. A good or neutral chromatic dragon will still face fear, mistrust, or even outright hostility from otherwise civilized people, until they have proven themselves virtuous.
You can make a Wyrmling quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution and Chrisma (in either order). Second, choose the gold dragon species. Third, take the hatchling background. Finally, take your first level in the Wyrmling class, selecting the Insight and Perception skills.
While not wearing armor, your Armor Class equals 12 + your Strength Modifier + your Constitution Modifier. This class feature replaces the Dragonhide racial feature.
Your subrace determines your dragontype and the element and strength of your breath weapon, as well as your resilience against certain damage types.
When multiclassing, your Wyrmling class levels count as either Sorcerer, Warlock, or Wizard levels (chosen once, and cannot change) for the purposes of class level benefits and determining Spells Known and Prepared or Spell Slots.
You gain blindsight to a range of 10 feet.
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature (but see below). ### Draconic Might
Starting at 4th level, the Strength or Constitution score you may attain through Ability Score Improvement or other means is limited to 22 rather than 20.
Born of Fire or Ice or in the thick pools of poisonous acid, a dragon is a creature of the primordial elements of magic. The dragon is shaped, body and soul, by the element of its birth.
Starting at 1st level, you develop a breath weapon. You may exhale acid in a 15-foot line that is 5-feet wide. Each creature in the line must make a Dexterity saving throw, taking 1d8 acid damage on a failed save, or half as much damage on a successful one. You use your Constitution modifier when setting the saving throw DC for your breath weapon.
The damage of your breath weapon increases by 1d8 at each wyrmling level.
At 1st level, after you use your breath weapon, you can't use it again until you complete a short or long rest. Starting at 4th level, you gain an additional use of your breath weapon.
Starting at 2nd level, you have advantage on all saves against acid damage. At 3rd level, you gain resistance to acid damage, and at 5th level, your acid resistance becomes immunity to acid damage.
Starting at 3rd level, you inflict an additional 1d4 acid damage whenever you hit with your bite attack.
Starting at 1st level, you develop a breath weapon. You may exhale lightning in a 30-foot line that is 5-feet wide. Each creature in the line must make a Dexterity saving throw, taking 1d10 lightning damage on a failed save, or half as much damage on a successful one. You use your Constitution modifier when setting the saving throw DC for your breath weapon.
The damage of your breath weapons increases by 1d10 at each wyrmling level.
At 1st level, after you use your breath weapon, you cannot use it again until you complete a short or long rest. Starting at 4th level, you gain an additional use of your breath weapon.
Starting at 2nd level, you have advantage on all saves vs lightning damage. At 3rd level, you gain resistance to lightning damage, and at 5th level, your lightning resistance becomes immunity to lightning damage.
Starting at 3rd level, you inflict an additional 1d6 lightning damage whenever you hit with your bite attack.
Starting at 1st level, you develop a breath weapon. You may exhale fire in a 20-foot line that is 5-feet wide. Each creature in the line must make a Dexterity saving throw, taking 1d6 fire damage on a failed save, or half as much damage on a successful one. You use your Constitution modifier when setting the saving throw DC for your breath weapon.
The damage of your breath weapons increases by 1d6 at each wyrmling level.
Also at 4th level, you may expend 2 uses of your breath weapon to exhale sleep gas in a 15-foot cone. Each creature in the area must succeed on a Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or if another character uses an action to wake it.
Starting at 2nd level, you advantage on all saves vs fire damage. At 3rd level, you gain resistance to fire damage, and at 5th level, your fire resistance becomes immunity to fire damage.
Starting at 1st level, you develop a breath weapon. You may exhale lightning in a 40-foot line that is 5-feet wide. Each creature in the line must make a Dexterity saving throw, taking 1d10 lightning damage on a failed save, or half as much damage on a successful one. You use your Constitution modifier when setting the saving throw DC for your breath weapon.
Also at 4th level, you may expend 2 uses of your breath weapon to exhale repulsion energy in a 30-foot cone. Each creature in the area must succeed on a Strength saving throw or be pushed 30 feet away from you..
Starting at 1st level, you develop a breath weapon. You may exhale acid in a 20-foot line that is 5-feet wide. Each creature in the line must make a Dexterity saving throw, taking 1d8 acid damage on a failed save, or half as much damage on a successful one. You use your Constitution modifier when setting the saving throw DC for your breath weapon.
The damage of your breath weapons increases by 1d8 at each wyrmling level.
Also at 4th level, you may expend 2 uses of your breath weapon to exhale slowing gas in a 15-foot cone. Each creature in the area must succeed on a Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Starting at 2nd level, you have advantage on all saves vs acid damage. At 3rd level, you gain resistance to acid damage, and at 5th level, your acid resistance becomes immunity to acid damage.
Starting at 1st level, you develop a breath weapon. You may exhale fire in a 15-foot cone. Each creature in the line must make a Dexterity saving throw, taking 1d10 fire damage on a failed save, or half as much damage on a successful one. You use your Constitution modifier when setting the saving throw DC for your breath weapon.
Also at 4th level, you may expend 2 uses of your breath weapon to exhale weakening gas in a 15-foot cone. Each creature in the area must succeed on a Strength saving throw or suffer disadvantage on Strength based attack rolls, Strength checks, and Strength saving throws for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Starting at 2nd level, you have advantage on all saves vs fire damage. At 3rd level, you gain resistance to fire damage, and at 5th level, your fire resistance becomes immunity to fire damage.
Starting at 1st level, you develop a breath weapon. You may exhale poisonous gas in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 1d6 poison damage on a failed save, or half as much damage on a successful one. You use your Constitution modifier when setting the saving throw DC for your breath weapon.
Starting at 2nd level, you have advantage on all saves vs poison or poison damage. At 3rd level, you gain resistance to poison damage, and at 5th level, your poison resistance becomes immunity to poison damage. In addition, at 5th level, you can no longer be poisoned. You gain immunity to the poisoned condition.
Starting at 3rd level, you inflict an additional 1d6 poison damage whenever you hit with your bite attack.
Starting at 1st level, you develop a breath weapon. You may exhale fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 1d6 fire damage on a failed save, or half as much damage on a successful one. You use your Constitution modifier when setting the saving throw DC for your breath weapon.
Starting at 3rd level, you inflict an additional 1d6 fire damage whenever you hit with your bite attack.
Starting at 1st level, you develop a breath weapon. You may exhale an icy blast in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 1d8 cold damage on a failed save, or half as much damage on a successful one. You use your Constitution modifier when setting the saving throw DC for your breath weapon.
Also at 4th level, you may expend 2 uses of your breath weapon to exhale paralyzing gas in a 15-foot cone. Each creature in the area must succeed on a Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Starting at 2nd level, you have advantage on all saves vs cold damage. At 3rd level, you gain resistance to cold damage, and at 5th level, your cold resistance becomes immunity to cold damage.
Starting at 1st level, you develop a breath weapon. You may exhale an icy blast of hail in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 1d8 cold damage on a failed save, or half as much damage on a successful one. You use your Constitution modifier when setting the saving throw DC for your breath weapon.
Starting at 3rd level, you inflict an additional 1d4 cold damage whenever you hit with your bite attack.
As a young dragon gains more experience, it can turn its will toward growth and the advancement of its power. Sacrificing some portion of its potential strength and durability for the more immediate power.
Young Dragon is an advanced class that allows a wyrmling dragon to advance to its next age category. The only way to take a level in this class is to multi-class from Wyrmling or some other class.
Starting at 1st level, your blindsight range increases by 10 feet. At 5th level, the range of your Darkvision is doubled, and at 9th level your blindsight increase by an additional 10 feet.
Your subrace determines your dragon type and the element and strength of your breath weapon, as well as certain bonuses gained at higher levels.
When multiclassing, your Young Dragon class levels count as either Sorcerer, Warlock, or Wizard levels (chosen once, and cannot change) for the purpose of class level benefits and determining Spells Prepared or Spell Slots.
Beginning at 2nd level, you can use your action to magically polymorph yourself into a humanoid or beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. You may polymorph into any creature whose CR is no more than 1/4 your character level. You may not take the form of a specific creature, but using change shape to attempt a disguise grants advantage on the check.
You can stay in the new form for a number hours equal to half your character level (rounded down). You then revert to your draconic form unless you expend another use of this feature. You can revert to your dragon form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
When you are transformed, your game statistics are replaced by the statistics of the creature (except for any class features or legendary actions), but you retain your alignment, personality, and Intelligent, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, as well as the ability to take this action. Any equipment you are wearing or carrying is absorbed or borne by your new form (your choice).
At 6th level, you may polymorph into any creature whose CR is no more than 1/2 your character level. At 9th level, you may polymorph into any creature whose CR is no more than your character level.
Starting at 2nd level, your growth as young dragon means that, although your size is still Medium, you are treated as one size larger for the purpose of determining carry weight. Additionally, your expanding wingspan increases to 40 feet.
At 6th level, your expanding form extends the reach of your bite attack to 10 feet. Also, your walking speed increases to 40 feet, and your fly speed increases to 60 feet.
At 10th level, you've reached your full size as a young dragon. Your size is Large, and your Fly speed is 80 feet.
Beginning at 3rd level, when you take the attack action to use your bite attack, you may make a claw attack as a bonus action.
At 7th level, you may make two claw attacks as a bonus action whenever you take the attack action to make a bite attack.
When you reach 4th level, and again at 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature (but see below). ### Draconic Might
At 4th level, and again at 8th level, the Strength or Constitution score you may attain through Ability Score Improvement or other means is increased by 2.
As the dragon grows in experience and in size, its connection to the element of its birth.
All dragon characters raised among humanoids have the Hatchling background.
Dragons hatch from eggs and begin life as wyrmlings, miniature dragons that are as cute as they are deadly. Many are raised by their dragon priests, but some are fostered by other creatures, and some are simply left to wander and fend for themselves.
In your case, you've already spent a considerable amount of time around humanoids. Maybe you were raised from a hatchling by a humanoid foster family, or maybe your dragon parents had close humanoid allies who you interacted with and learned from. This early exposure left you with an understanding of humanoid ways and a willingness to adventure that most of your dragon kin lack.
Most of the civilized world regards dragons as dangerous monsters to be feared and avoided, or killed and sold for parts. In small or remote towns, you can generally go where you please and do what you want - as long as you aren't hurting anyone or destroying people's livelihood, most common folk will be too afraid to interfere. Primitive humanoid tribes and lone creatures in the wilderness, even unintelligent ones, tend to treat you with much the same respect. In large towns and cities, you may get the opposite reaction: the town guard will question you upon entry, and may send soldiers or militia members to escort you around, ready to drive you off at the slightest provocation.
You were raised among humanoids or alongside them. How did this come to pass? Roll on the table below, and then decide the specific details about the people who raised you, such as their race, profession, and alignment. How well do you get along with them now? How well do you know your dragon parents?
Dragons are creatures with strong and prominent personalities. Even those of the highest good are proud, often to the point of arrogance. The nice ones try not to be rude about it; they just know that they are better than other creatures. All dragons crave treasure, which can seem greedy to lesser beings. Other characteristics can vary considerably, tending towards what humanoids would consider extreme or eccentric. | d10 | Humanoid Relationships | |:---:|:-----------| | 1 | You hatched, and there was no-one around, so you just wandered into the nearest village. | | 2 | You were the runt of the clutch - your siblings forced you to leave your dragon parent's lair. | | 3 | An adventurer came upon your clutch just as you were hatching, and adopted you. | | 4 | Your egg was stolen by a cruel master who wanted a dragon servant. | | 5 | You and your dragon parents just don't see eye-to-eye. You left home to live with the humanoids as an act of rebellion. | | 6 | You were a disappointment to your dragon parents, who kicked you out of the lair in the hopes that you would change your ways. | | 7 | As part of an ancient pact, you were to be raised by the great-great-grandchild of a humanoid your dragon parents helped to raise. | | 8 | You observed the humanoids, and became fascinated with them, desiring to learn their ways. | | 9 | You believe it is your destiny to protect those weaker than you, so you sought them out. | | 10 | Your dragon parents have a scheme to infiltrate human civilization, and you are their willing agent. | | d8 | Personality Trait | |:---:|:------------| | 1 | I'll talk your ear off, if you'll let me. | | 2 | I love the arts - music, poetry, theater. | | 3 | I eat constantly, and love to try new foods. | | 4 | I am incredibly lazy. When you live for 1,000 years, what's the big hurry? | | 5 | I like to admire and show off my treasure. | | 6 | I always talk down to people, and I don't understand why this bothers them, since I am clearly superior. | | 7 | Jokes, puns, and riddles are my primary language. | | 8 | Anger, joy, sorrow, passion - I express my emotions freely and have wild mood swings. | | d6 | Ideal | |:---:|:------------| | 1 | **Greed.** My only concern is to grow my hoard. (Evil) | | 2 | **Curiosity.** I want to experience all that life has to offer. (Chaotic) | | 3 | **Independence.** Everyone should do what they want, and not be beholden to anyone else. (Chaotic) | | 4 | **Knowledge.** Information is the most valuable treasure. (Lawful) | | 5 | **Noble Obligation.** Imust protect and care for those weaker than me. (Good) | | 6 | **Honor.** I must act as befitting one of my high station. (Lawful) |
Quite a lot of the flavor text and some of the mechanics were blatantly stolen from the "Player Character Dragons" PDF by William J. Scott III.
http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1253
Also, I still don't know who created any of the art herein. It's all temporary place holders, while I learn how to draw dragons. If you or someone you know wants to art someehing up for me, I'd gladly credit you, and I might be conned into paying for it, if I can use it in other things too.